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Programming Interactivity: A Designer's Guide to Processing, Arduino, and Openframeworksby Joshua Noble
Synopses & Reviews
Make cool stuff. If you're a designer or artist without a lot of programming experience, this book will teach you to work with 2D and 3D graphics, sound, physical interaction, and electronic circuitry to create all sorts of interesting and compelling experiences — online and off.
Programming Interactivity explains programming and electrical engineering basics, and introduces three freely available tools created specifically for artists and designers:
BTW, you don't have to wait until you finish the book to actually make something. You'll get working code samples you can use right away, along with the background and technical information you need to design, program, build, and troubleshoot your own projects. The cutting edge design techniques and discussions with leading artists and designers will give you the tools and inspiration to let your imagination take flight.
Looks at the techniques of interactive design, covering such topics as 2D and 3D graphics, sound, computer vision, and geolocation.
If you're interested in using electronics and programming to create rich interactive experiences with your artwork, designs, or prototypes, Programming Interactivity is the place to start. You'll explore common themes in interactive art and design, like 2D and 3D graphics, sound, physical interaction, computer vision, circuit bending, geo-location and more. This book explains programming and electrical engineering basics, and introduces three freely available tools created specifically for artists and designers:
You'll get working code samples you can use right away, along with the background and technical information you need to design, program, build, and troubleshoot your own projects. Programming Interactivity also examines cutting-edge design techniques, and includes discussions with leading artists and designers on projects and theory.
About the Author
Josh Noble is a consultant, freelance developer and Rich Internet Application designer, based in Brooklyn, New York. He's the lead author of O'Reilly's Flex 3 Cookbook (released May 2008).
As a graduate student, Joshua Noble studied interactive art, teaching himself programming and electronics using available resources on the internet. After school, he began teaching coding to art and design students interested in interactive design at the School of the Museum of Fine Arts in Boston. He found an acute need for a book that taught the technical aspects of programming and computing for interactive art and design as well as some of the theoretical and conceptual aspects of design interaction. He's worked extensively with each of the tools discussed in this book and has taught the subject at workshops, colleges, and to friends.
Table of Contents
Preface; Who This Book Is For; How This Book Is Organized; What Is—and Isn’t—in This Book; Companion Website; Typographical Conventions Used in This Book; Using Code Examples; Safari® Books Online; We’d Like to Hear from You; Acknowledgments; Introductions; Chapter 1: Introducing Interaction Design; 1.1 What This Book Is for; 1.2 Programming for Interactivity; 1.3 Design and Interaction; 1.4 Art and Interaction; 1.5 Data Exchange and Exploration; 1.6 Working Process; Chapter 2: Programming Basics; 2.1 Why You’ll Read This Chapter More Than Once; 2.2 The Nature of Code; 2.3 Variables; 2.4 Control Statements; 2.5 Functions; 2.6 Objects and Properties; 2.7 Scope; 2.8 Review; Chapter 3: Processing; 3.1 Downloading and Installing Processing; 3.2 Exploring the Processing IDE; 3.3 The Basics of a Processing Application; 3.4 The Basics of Drawing with Processing; 3.5 Capturing Simple User Interaction; 3.6 Importing Libraries; 3.7 Loading Things into Processing; 3.8 Running and Debugging Applications; 3.9 Exporting Processing Applications; 3.10 Conclusion; 3.11 Review; Chapter 4: Arduino; 4.1 Starting with Arduino; 4.2 Touring Two Arduino Boards; 4.3 Touring the Arduino IDE; 4.4 The Basics of an Arduino Application; 4.5 Features of the Arduino Language; 4.6 How to Connect Things to Your Board; 4.7 Hello World; 4.8 Debugging Your Application; 4.9 Importing Libraries; 4.10 Running Your Code; 4.11 Review; Chapter 5: Programming Revisited; 5.1 Object-Oriented Programming; 5.2 Classes; 5.3 Public and Private Properties; 5.4 Inheritance; 5.5 Processing: Classes and Files; 5.6 C++: Classes and Files; 5.7 Pointers and References; 5.8 Review; Chapter 6: openFrameworks; 6.1 Your IDE and Computer; 6.2 Taking Another Quick Tour of C++; 6.3 Getting Started with oF; 6.4 Touring an oF Application; 6.5 Creating “Hello, World”; 6.6 Drawing in 2D; 6.7 Displaying Video Files and Images; 6.8 Importing Libraries; 6.9 Compiling an oF Program; 6.10 Debugging an oF Application; 6.11 Review; Themes; Chapter 7: Sound and Audio; 7.1 Sound As Feedback; 7.2 Sound and Interaction; 7.3 How Sound Works on a Computer; 7.4 Audio in Processing; 7.5 Sound in openFrameworks; 7.6 openFrameworks and the FMOD Ex Library; 7.7 The Sound Object Library; 7.8 The Magic of the Fast Fourier Transform; 7.9 Physical Manipulation of Sound with Arduino; 7.10 A Quick Note on PWM; 7.11 Creating Interactions with Sound; 7.12 Further Resources; 7.13 Review; Chapter 8: Physical Input; 8.1 Interacting with Physical Controls; 8.2 Thinking About Kinetics; 8.3 Getting Gear for This Chapter; 8.4 Controlling Controls; 8.5 Turning Knobs; 8.6 Using Lights; 8.7 Detecting Touch and Vibration; 8.8 Communicating with Other Applications; 8.9 Sending Messages from the Arduino; 8.10 Detecting Motion; 8.11 Reading Distance; 8.12 Understanding Binary Numbers; 8.13 Detecting Forces and Tilt; 8.14 Introducing I2C; 8.15 What Is a Physical Interface?; 8.16 What’s Next; 8.17 Review; Chapter 9: Programming Graphics; 9.1 The Screen and Graphics; 9.2 Seeing Is Thinking, Looking Is Reading; 9.3 Math, Graphics, and Coordinate Systems; 9.4 Drawing Strategies; 9.5 Processing and Transformation Matrices; 9.6 Creating Motion; 9.7 Using Vectors; 9.8 Using Graphical Controls; 9.9 Importing and Exporting Graphics; 9.10 What’s Next; 9.11 Review; Chapter 10: Bitmaps and Pixels; 10.1 Using Pixels As Data; 10.2 Using Pixels and Bitmaps As Input; 10.3 Providing Feedback with Bitmaps; 10.4 Looping Through Pixels; 10.5 Manipulating Bitmaps; 10.6 Analyzing Bitmaps in oF; 10.7 Using Pixel Data; 10.8 Using Textures; 10.9 Saving a Bitmap; 10.10 What’s Next; 10.11 Review; Chapter 11: Physical Feedback; 11.1 Using Motors; 11.2 Using Servos; 11.3 Using Household Currents; 11.4 Working with Appliances; 11.5 Introducing the LilyPad Board; 11.6 Using Vibration; 11.7 Using an LED Matrix; 11.8 Using LCDs; 11.9 Using Solenoids for Movement; 11.10 What’s Next; 11.11 Review; Chapter 12: Protocols and Communication; 12.1 Communicating Over Networks; 12.2 Using XML; 12.3 Understanding Networks and the Internet; 12.4 Handling Network Communication in Processing; 12.5 Understanding Protocols in Networking; 12.6 Using ofxNetwork; 12.7 Creating Networks with the Arduino; 12.8 Using Carnivore to Communicate; 12.9 Communicating with Bluetooth; 12.10 Communicating Using MIDI; 12.11 Review; Explorations; Chapter 13: Graphics and OpenGL; 13.1 What Does 3D Have to Do with Interaction??????; 13.2 Understanding 3D; 13.3 Working with 3D in Processing; 13.4 Making Custom Shapes in Processing; 13.5 Using Coordinates and Transforms in Processing; 13.6 Working with 3D in OpenGL; 13.7 Using Matrices and Transformations in OpenGL; 13.8 Using Vertices in OpenGL; 13.9 Drawing with Textures in oF; 13.10 Lighting in OpenGL; 13.11 Blending Modes in OpenGL; 13.12 Using Textures and Shading in Processing; 13.13 Using Another Way of Shading; 13.14 Using an ofShader Addon; 13.15 What to Do Next; 13.16 Review; Chapter 14: Detection and Gestures; 14.1 Computer Vision; 14.2 OpenCV; 14.3 Using Blobs and Tracking; 14.4 Using OpenCV in Processing; 14.5 Detecting Gestures; 14.6 Implementing Face Recognition; 14.7 Exploring Touch Devices with oF; 14.8 What’s Next; 14.9 Review; Chapter 15: Movement and Location; 15.1 Using Movement As and in Interaction; 15.2 Using Software-Based Serial Ports; 15.3 Understanding and Using GPS; 15.4 Storing Data; 15.5 Logging GPS Data to an Arduino; 15.6 Sending GPS Data; 15.7 Determining Location by IP Address; 15.8 What to Do Next; 15.9 Review; Chapter 16: Interfaces and Controls; 16.1 Examining Tools, Affordances, and Aesthetics; 16.2 Reexamining Tilt; 16.3 Exploring InputShield; 16.4 Understanding Touch; 16.5 Exploring Open Source Touch Hardware; 16.6 Communicating Using OSC; 16.7 Using the Wiimote; 16.8 What’s Next; 16.9 Review; Chapter 17: Spaces and Environments; 17.1 Using Architecture and Space; 17.2 Sensing Environmental Data; 17.3 Using an XBee with Arduino; 17.4 Placing Objects in 2D; 17.5 Using the X10 Protocol; 17.6 Setting Up an RFID Sensor; 17.7 Reading Heat and Humidity; 17.8 What’s Next; 17.9 Review; Chapter 18: Further Resources; 18.1 What’s Next?; 18.2 Bibliography; 18.3 Conclusion; Circuit Diagram Symbols; Programming Glossary; Colophon;
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